Bedrock Minecraft World Editor Mod (Android)

Bedrock Minecraft World Editor is a fork of GhostGaming_HD’s World Edit PE, which was released in late 2014, and then later updated in early 2017, and is itself a clone of the Java Minecraft World Edit mod by sk89q. As it’s a BlockLauncher JavaScript mod (ModPE) it requires BlockLauncher or other ModPE launcher to function properly.

Creator: Monty Wild

Improvements

The goal of this work is to offer more capable functionality than the original version. For example, GhostGaming_HD claimed that World Edit PE could generate ellipsoids as well as spheres, but that proved to be false in practice, and examination of the code confirmed that observation.

The //[h]sphere command always requires a block (either an ID or a name, but if no radius is specified, it will use the extents of the area defined by the Pos1/Pos2 markers, otherwise it will accept either one spherical radius or three x, y & z ellipsoidal radii.

The //line command produced the same output of //outline command in World Edit. It now produces a line of blocks between Pos1 and Pos2.

Multi-level //undo and //redo have been implemented. Manual creation and destruction of blocks can now also.be undone and redone. A //Checkpoint .allows manual grouping of manually placed/removed blocks. //undo and //redo now change only those blocks changed by this mods commands.

//[h]sphere can be used on large volumes. It has been tested on an Ellipsoid with radii of 250 125 250.. It took over a minute to process the command script, and Minecraft took several minutes to process the addition of nearly half a million newly placed blocks on a Galaxy S8+. If script processing time or the number of blocks placed exceeds predefined limits, processing can be halted and rolled back. Processing lengthy commands can be split over multiple game ticks to reduce perceived unresponsiveness.

Note from the creator (Monty Wild):

I intend to optimize more functionality in the near future, as well as add new features; based on sk89’s java mod, my own requirements and user demand.

At present, there are frequent Minecraft/Blocklauncher crashes, but persistence will eventually result in a working Minecraft. The //brush GUI button crashes Minecraft instantly at present.

Installation

This mod requires BlockLauncher or other launcher which can load ModPE scripts.

It doesn’t – and won’t – work on iOS because Blocklauncher does not work on iOS as far as I know. This relies on Blocklauncher, and as far as I know, Blocklauncher cannot be done on iOS due to Apple’s restrictiveness.

It also cannot be done as an add-on at present. Perhaps one day, Mojang/Microsoft will make Bedrock Minecraft fully moddable and have a proper API, but until then, Blocklauncher is it.

I saw the comment about the //rotate function – implementing something like this is non-trivial. At first it looked like a simple matrix rotation, but Minecraft blocks have their own orientation, and until the recent Aquatic update, that orientation was encoded differently for different blocks. Considering that the aquatic update was supposed to change the way blocks were addressed and oriented, I’ve held off doing anything about this until now.

To do this, I’ll have to check the block-name code mapping and correct where necessary before I can write the matrix rotation algorithm and apply the correct rotation to the blocks.

While I’m pretty certain that this is doable for a rotation around a vertical axis, it may not be possible for rotations around horizontal axes for certain blocks, and it may be necessary to check for illegal blocks before attempting a horizontal-axis rotation.

Hey @montywild though I love your work and it helped me a lot in previous builds, but can you fix the problem with the //stack feature? Surely this mod is not easy to make, but I’d really love it if you gave the //stack feature a fix as it doesn’t work.

I saw the comment about the //rotate function – implementing something like this is non-trivial. At first it looked like a simple matrix rotation, but Minecraft blocks have their own orientation, and until the recent Aquatic update, that orientation was encoded differently for different blocks. Considering that the aquatic update was supposed to change the way blocks were addressed and oriented, I’ve held off doing anything about this until now.

To do this, I’ll have to check the block-name code mapping and correct where necessary before I can write the matrix rotation algorithm and apply the correct rotation to the blocks.

While I’m pretty certain that this is doable for a rotation around a vertical axis, it may not be possible for rotations around horizontal axes for certain blocks, and it may be necessary to check for illegal blocks before attempting a horizontal-axis rotation.

Love the concept. It doesn’t have all the features. I’m sure that’s not easy to build in. I am leaving 4 stars because it works best with blocklauncher but blocklauncher can’t keep up with new releases of Minecraft making it obsolete every week. This mid isn’t able to keep up with new Minecraft versions either so I can’t use it in Minecraft master which does keep up with new Minecraft versions. Thanks for your efforts. I do like this when it works.

The “Stack” command copys your selected region and repeats/pastes it a numerically stated number of times in a designated direction. E.g you could select the corners of a 4×4 path and //stack 7 north to extend the path repeating the texture pattern.